Use const references where possible for List range iterators

This commit is contained in:
Rémi Verschelde 2021-07-24 15:46:25 +02:00
parent a0f7f42b84
commit ac3322b0af
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GPG key ID: C3336907360768E1
171 changed files with 649 additions and 650 deletions

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@ -8410,7 +8410,7 @@ void RendererStorageRD::global_variables_load_settings(bool p_load_textures) {
List<PropertyInfo> settings;
ProjectSettings::get_singleton()->get_property_list(&settings);
for (PropertyInfo &E : settings) {
for (const PropertyInfo &E : settings) {
if (E.name.begins_with("shader_globals/")) {
StringName name = E.name.get_slice("/", 1);
Dictionary d = ProjectSettings::get_singleton()->get(E.name);
@ -8581,7 +8581,7 @@ void RendererStorageRD::_update_global_variables() {
if (global_variables.must_update_buffer_materials) {
// only happens in the case of a buffer variable added or removed,
// so not often.
for (RID E : global_variables.materials_using_buffer) {
for (const RID &E : global_variables.materials_using_buffer) {
Material *material = material_owner.getornull(E);
ERR_CONTINUE(!material); //wtf
@ -8594,7 +8594,7 @@ void RendererStorageRD::_update_global_variables() {
if (global_variables.must_update_texture_materials) {
// only happens in the case of a buffer variable added or removed,
// so not often.
for (RID E : global_variables.materials_using_texture) {
for (const RID &E : global_variables.materials_using_texture) {
Material *material = material_owner.getornull(E);
ERR_CONTINUE(!material); //wtf